Last updated: 2026-06-18

Related Pokemon
In a sandstorm, the power of the Pokémon's Rock-, Ground-, and Steel-type moves is multiplied by 1.3. It also takes no damage from the sandstorm.
Beta / under verification. Content may be inaccurate.
In singles, this is the unlocked Mega form of Garchomp. With Garchompite, it functions as 0.7% usage physical attacker, built around Earthquake, Outrage, Rock Tomb, Scale Shot and usually Jolly, Adamant. After Mega Evolution it is Dragon/Ground with H108/A170/B115/C120/D95/S92, using Sand Force to define its role.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: シーズンM-3 (2026-06-18)
Moves
Item
Ability
Nature
AP Spreads
Scale Shot Physical Attacker
A physical attacker build that compensates for the Speed drop from Mega Evolution by attacking while raising Speed with Scale Shot.
Mega Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 222 | 32 | |
| Def | 135 | - | |
| SpA↓ | 126 | - | |
| SpD | 115 | - | |
| Spe↑ | 158 | 32 |
A Mega Garchomp build that maxes Attack and Speed and uses a move that raises Speed while attacking, compensating for the Speed drop from Mega Evolution. Boosting the lowered Speed allows pressing high physical firepower from above — a viable playstyle.
Sub-weapons are swap candidates
The Iron Head slot is a swap candidate. Pick types your team lacks or types that hit common Pokémon's weaknesses for the move.
After boosting Speed, it works as an ace, pressuring the entire opposing team with STAB attacks from 170 Attack. Against its Fairy and Ice weaknesses, it carries an effective Steel move, so it can trade with a wide range of opponents.
High physical bulk Pokémon
This Mega Garchomp fights physically, so high physical bulk Pokémon are tough. In particular, those with the ability "Intimidate" Pokémon can drop its key strength — Attack, so be careful.
Example Threats
Focus Sash Setup Sweeper
A face-off setup sweeper that leverages Focus Sash for a guaranteed turn, boosting Attack with Swords Dance to sweep the opposing team.
Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 115 | - | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Focus Sash guarantees survival, allowing it to Swords Danceboost Attack with Swords Dance and sweep the opposing team — a face-off setup sweeper build.Rock Tomb also provides Speed control, and Focus Sash lets it force its way through unfavorable matchups.
Swap in coverage moves to handle weaknesses
To deal with troublesome Fairy types, swap Rock Tomb for Poison Jab or Iron Head.
Send it in as a lead or after a teammate faints,
Focus Sash ensures action turns while Swords Dance sets up — a physical sweeper. Against faster foes, use Rock Tomb to drop their Speed and pivot, or break through yourself.
Pokémon with multi-hit moves that bypass Focus Sash
Focus Sash resists single big hits, but multi-hit moves bypass it and can knock you out. In particular, Pokémon with Ice-type multi-hit moves like Icicle Spear or Triple Axel — which hit Garchomp's 4× weakness — are hard counters.
Example Pokémon with Ice-type multi-hit moves
Stealth Rock & Spikes
A lead build that invests in physical bulk to chip down the opponent with Stealth Rock and Spikes.
Garchomp
| HP | 215 | 32 | |
|---|---|---|---|
| Atk | 150 | - | |
| Def↑ | 154 | 25 | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe | 131 | 9 |
Specialized HP and Defense investment to boost physical bulk, Stealth Rock and Dragon Tail combine for chip damage — a lead Garchomp build.
Sitrus Berry tanks physical attacks while Rough Skin chips down opponents, setting up a favorable field — a viable role.
Lead or face physical attackers to set hazards, Stealth Rock supports later aces in finishing the opponent. With high bulk as a shield, Dragon Tail forces switches, gradually chipping down the entire opposing team — its role.
High-power special attackers
Sitrus BerryThis Garchomp build is weak to high-power special moves like Ice or Fairy that hit weaknesses can KO in one shot. Use teammates to absorb or carefully time the lead.
Example Threats
Choice Scarf Attacker
A Choice Scarf build that boosts Speed to outspeed even Greninja and Dragapult.
Garchomp
| HP | 185 | 2 | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 115 | - | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Max Attack and Speed investment,
Choice Scarf is held to lock down fast Pokémon from above — a Garchomp build. Its high Attack delivers STAB Outrage and Earthquake to pressure the opposing field.
Stone Edge slot can be freely swapped
Stone Edge for Rock Tomb and Rock Slide is fine. All options have shaky accuracy, so use carefully. Also, Poison Jab is recommended for Fairy coverage.
Choice Scarf flips the Speed tier, handling opposing setup sweepers and fast attackers from above — a stopper role.Iron Head and Stone Edge and broad coverage, plus the ability Rough Skin inflicts chip damage on contact.
High-bulk physical walls
Garchomp struggles against high-bulk physical walls. Even with Scarf, they can tank hits and disrupt the field, so coordinate with teammates to handle them.
Example Threats
Doubles AS White Herb
A Doubles-oriented build that uses White Herb to reset the Attack drop from Intimidate.
Garchomp
| HP | 183 | - | |
|---|---|---|---|
| Atk | 182 | 32 | |
| Def | 117 | 2 | |
| SpA↓ | 90 | - | |
| SpD | 105 | - | |
| Spe↑ | 169 | 32 |
Investing in Attack and Speed, blocking stat drops from abilities and moves with
White Herb — a physical attacker Garchomp build. Earthquake and Rock Slide are powerful spread moves in Doubles, used to pressure the entire opposing field.
Earthquake competes with Stomping Tantrum
Earthquake is Stomping Tantrum a choice.Earthquake is a powerful 2-target move but also hits your partner. Without a Flying-type or the ability Levitate on the team, it's hard to prevent friendly fire, so Stomping Tantrum is recommended.
Leveraging high Speed and Attack to damage multiple opponents — its role. White Herb negates the firepower drop from Intimidate etc., and Protect can block focused attacks.
Ice-type Pokémon
Garchomp struggles against Ice-type Pokémon. Ice-type moves hit its 4× weakness, so even high-stat Garchomp can be KO'd in one hit. When facing an Ice-type, use Protect to avoid the hit, or Rock Slide to hit weaknesses and aim for flinch.
Example Threats
Type
Category
Target
Properties
58 / 58
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | On the turn after using this move, the user must recharge. |
| Double-Edge | Normal | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes recoil damage equal to 1/3 of the damage dealt. |
| Thrash | Normal | Phys | 120 | 100 | 12 | Contact | Random Foe | The user becomes confused after using this move (rampage state). |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. Against a target in the Minimize state, the power is doubled and the move always hits. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | Power is doubled if the user is poisoned, badly poisoned, paralyzed, or burned. The halving of physical damage from being burned is ignored. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | On the turn after it is used, the user must recharge and cannot move. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | When multiple Pokémon use this move in the same turn, the Pokémon after the first one to use it act immediately after the first user. The power is doubled for the second and subsequent users. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can only be used while the user is asleep. Has a 30% chance of making the target flinch. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | During the turn it is used, raises the power of an ally's move to 1.5 times. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only while the user is asleep. Uses one of the other moves the user knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn it is used, if the user takes damage from a move that would cause it to faint, it endures with 1 HP remaining. This move's success rate becomes 1/3 of the previous time's if used in succession. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target's Speed by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | Protects the user from the opponent's moves during the turn it is used. If used in succession, its success rate becomes 1/3 of the previous use. | |
| Substitute | Normal | Stat | - | - | 12 | Self | Reduces the user's HP by 1/4 of its max HP to create a substitute. The substitute takes hits in the user's place. It disappears after taking damage equal to 1/4 of the user's max HP. | |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Raises the user's Attack by 2 stages. |
| Fire Fang | Fire | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of burning the target. Has a 10% chance of making the target flinch. |
| Fire Blast | Fire | Spec | 110 | 85 | 8 | 1 Foe | Has a 10% chance to burn the target. | |
| Flamethrower | Fire | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of burning the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Sets the weather to harsh sunlight for 5 turns. | |
| Liquidation | Water | Phys | 85 | 100 | 12 | Contact | 1 Foe | Has a 20% chance to lower the target's Defense by 1 stage. |
| Surf | Water | Spec | 90 | 100 | 16 | All | Power is doubled against a target that is underwater (in the Dive state). | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Makes it rain for 5 turns. | |
| Thunder Fang | Electric | Phys | 65 | 95 | 16 | ContactBite | 1 Foe | Has a 10% chance of paralyzing the target and a 10% chance of making the target flinch. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance to make the target flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Power Gem | Rock | Spec | 80 | 100 | 20 | 1 Foe | A regular attacking move. | |
| Stealth Rock | Rock | Stat | - | - | 20 | Foe's Side | Puts the target's side into a Stealth Rock state. | |
| Sandstorm | Rock | Stat | - | - | 8 | Wind | Whole Field | Sets up a sandstorm for 5 turns. |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | Deals double damage to targets in the semi-invulnerable underground state (e.g., from Dig). When Grassy Terrain is active, this move's power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user digs underground on the first turn and attacks on the next turn. |
| Stomping Tantrum | Ground | Phys | 75 | 100 | 12 | Contact | 1 Foe | This move's power is doubled if the user couldn't move, missed, or failed with its move on the previous turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers the target's Speed by 1 stage. When Grassy Terrain is active, this move's power is halved. | |
| Sand Tomb | Ground | Phys | 35 | 85 | 16 | 1 Foe | Leaves the target bound (Bind status). | |
| Earth Power | Ground | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance to lower the target's Sp. Def by 1 stage. | |
| Scorching Sands | Ground | Spec | 70 | 100 | 12 | 1 Foe | Has a 30% chance to inflict the burned condition on the target. Cures the target of the frozen condition. Using this move cures the user of the frozen condition. | |
| Mud Shot | Ground | Spec | 55 | 95 | 16 | 1 Foe | Lowers the target's Speed by 1 stage. | |
| Spikes | Ground | Stat | - | - | 20 | Foe's Side | Puts the opponent's side of the field into the spikes condition. | |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes Light Screen, Reflect, and Aurora Veil from the target's side before attacking. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user's HP and cures its status conditions. The user falls asleep for 2 turns. Fails if the user's HP is already full. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | Attacks with a heightened critical-hit chance (critical-hit stage +1). |
| Outrage | Dragon | Phys | 120 | 100 | 12 | Contact | Random Foe | The user becomes locked into rampaging. |
| Dragon Rush | Dragon | Phys | 100 | 75 | 12 | Contact | 1 Foe | Has a 20% chance of making the target flinch. Against a target in the Minimize state, this move's power is doubled and it never misses. |
| Dragon Claw | Dragon | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | A regular attacking move. |
| Breaking Swipe | Dragon | Phys | 60 | 100 | 16 | Contact | All Foes | Lowers the target's Attack by 1 stage. |
| Dragon Tail | Dragon | Phys | 60 | 90 | 12 | Contact | 1 Foe | If the target has Pokémon in reserve, the target is switched out for a random one. |
| Scale Shot | Dragon | Phys | 25 | 90 | 20 | 1 Foe | Attacks 2 to 5 times in a row. Lowers the user's Defense by 1 stage and raises its Speed by 1 stage. | |
| Draco Meteor | Dragon | Spec | 130 | 90 | 8 | 1 Foe | Lowers the user's Sp. Atk by 2 stages. | |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Dragon Cheer | Dragon | Stat | - | - | 16 | Sound | Ally | Raises an ally's critical-hit stage. By 2 stages if the ally is Dragon-type, otherwise by 1 stage. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target's Defense by 1 stage. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | The power and effect change depending on the held item. The item is consumed when this move is used. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance to lower the target's Defense by 1 stage. |
| Iron Head | Steel | Phys | 80 | 100 | 16 | Contact | 1 Foe | Has a 20% chance to make the target flinch. |